CQ_Intelligent-Technology-T.../Assets/Improt/UTS/Scripts/Street And Concert/StandingPeopleStreet.cs

529 lines
16 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class StandingPeopleStreet : MonoBehaviour {
[HideInInspector] public GameObject planePrefab;
[HideInInspector] public GameObject circlePrefab;
[HideInInspector] public GameObject surface;
[HideInInspector] public Vector2 planeSize = new Vector2(1, 1);
[Tooltip("People prefabs / Префабы людей")] public GameObject[] peoplePrefabs = new GameObject[0];
[HideInInspector]
public List<Vector3> spawnPoints = new List<Vector3>();
[HideInInspector] public int peopleCount;
[HideInInspector] public bool isCircle;
[HideInInspector] public float circleDiametr = 1;
[HideInInspector] public bool showSurface = true;
public enum TestEnum{Rectangle, Circle};
[Tooltip("Type of surface / Тип поверхности")] public TestEnum SurfaceType;
[HideInInspector]
public GameObject par;
[HideInInspector] public float highToSpawn;
public void OnDrawGizmos()
{
if (!isCircle)
surface.transform.localScale = new Vector3(planeSize.x, 1, planeSize.y);
else
surface.transform.localScale = new Vector3(circleDiametr, 1, circleDiametr);
}
public void SpawnRectangleSurface()
{
if (surface != null) DestroyImmediate(surface);
var plane = Instantiate(planePrefab, transform.position, Quaternion.identity) as GameObject;
surface = plane;
isCircle = false;
plane.transform.eulerAngles = new Vector3(
plane.transform.eulerAngles.x,
plane.transform.eulerAngles.y,
plane.transform.eulerAngles.z
);
plane.transform.position += new Vector3(0, 0.01f, 0);
plane.transform.parent = transform;
plane.name = "surface";
}
public void SpawnCircleSurface()
{
if (surface != null) DestroyImmediate(surface);
var circle = Instantiate(circlePrefab, transform.position, Quaternion.identity) as GameObject;
isCircle = true;
circle.transform.eulerAngles = new Vector3(
circle.transform.eulerAngles.x,
circle.transform.eulerAngles.y,
circle.transform.eulerAngles.z
);
circle.transform.position += new Vector3(0, 0.01f, 0);
circle.transform.parent = transform;
circle.name = "surface";
surface = circle;
}
public void RemoveButton()
{
if(par != null)
DestroyImmediate(par);
par = null;
}
public void PopulateButton()
{
RemoveButton();
GameObject parGo = new GameObject();
par = parGo;
parGo.transform.parent = gameObject.transform;
parGo.name = "people";
spawnPoints.Clear();
SpawnPeople(peopleCount);
}
void SpawnPeople (int _peopleCount)
{
int three = Random.Range(0, (int) (_peopleCount) / 3) * 3;
int two = Random.Range(0, (int) (_peopleCount - three) / 2) * 2;
int one = _peopleCount - three - two;
int[] peoplePrefabIndexes = CommonUtils.GetRandomPrefabIndexes(peopleCount, ref peoplePrefabs);
int peoplePrefabCount = 0;
for(int i = 0; i < one; i++)
{
Vector3 randomPosition;
if(!isCircle)
randomPosition = RandomRectanglePosition();
else
randomPosition = RandomCirclePosition();
if(randomPosition != Vector3.zero)
{
RaycastHit hit;
GameObject obj = null;
if (Physics.Raycast(randomPosition + Vector3.up * highToSpawn, Vector3.down, out hit, Mathf.Infinity))
{
obj = Instantiate(peoplePrefabs[peoplePrefabIndexes[peoplePrefabCount]], new Vector3(randomPosition.x, hit.point.y, randomPosition.z), Quaternion.identity) as GameObject;
peoplePrefabCount++;
}
else
{
continue;
}
obj.AddComponent<PeopleController>();
spawnPoints.Add(obj.transform.position);
obj.transform.localEulerAngles = new Vector3(obj.transform.rotation.x, Random.Range(1, 359), obj.transform.rotation.z);
obj.GetComponent<PeopleController>().animNames = new string[2] { "idle1", "idle2" };
obj.transform.parent = par.transform;
Rigidbody rb = obj.GetComponent<Rigidbody>();
rb.freezeRotation = true;
}
}
for(int i = 0; i < two / 2; i++)
{
Vector3 randomPosition;
if(!isCircle)
randomPosition = RandomRectanglePosition();
else
randomPosition = RandomCirclePosition();
if(randomPosition != Vector3.zero)
{
Vector3 randomPos1 = Vector3.zero;
Vector3 randomPos2 = Vector3.zero;
for(int f = 0; f < 100; f++)
{
for(int z = 0; z < 10; z++)
{
randomPos1 = randomPosition + new Vector3(Random.Range(-0.5f, 0.5f), 0, Random.Range(-0.5f, 0.5f));
if(IsRandomPositionFree(randomPos1, Vector3.zero, Vector3.zero))
break;
else randomPos1 = Vector3.zero;
}
for(int x = 0; x < 10; x++)
{
randomPos2 = randomPosition + new Vector3(Random.Range(-0.5f, 0.5f), 0, Random.Range(-0.5f, 0.5f));
if(IsRandomPositionFree(randomPos2, randomPos1, Vector3.zero))
break;
else randomPos2 = Vector3.zero;
}
if(randomPos1 != Vector3.zero && randomPos2 != Vector3.zero)
{
spawnPoints.Add(randomPos1);
spawnPoints.Add(randomPos2);
break;
}
else
{
randomPos1 = Vector3.zero;
randomPos2 = Vector3.zero;
}
}
if (randomPos1 != Vector3.zero && randomPos2 != Vector3.zero)
{
int prefabNum = Random.Range(0, peoplePrefabs.Length);
RaycastHit hit;
GameObject obj = null;
if (Physics.Raycast(randomPos1 + Vector3.up * highToSpawn, Vector3.down, out hit, Mathf.Infinity))
{
obj = Instantiate(peoplePrefabs[prefabNum], new Vector3(randomPos1.x, hit.point.y, randomPos1.z), Quaternion.identity) as GameObject;
peoplePrefabCount++;
}
else
{
continue;
}
obj.AddComponent<PeopleController>();
obj.GetComponent<PeopleController>().animNames = new string[3] { "talk1", "talk2", "listen" };
obj.transform.parent = par.transform;
prefabNum = Random.Range(0, peoplePrefabs.Length);
RaycastHit hit1;
GameObject obs = null;
if (Physics.Raycast(randomPos2 + Vector3.up * highToSpawn, Vector3.down, out hit1, Mathf.Infinity))
{
obs = Instantiate(peoplePrefabs[prefabNum], new Vector3(randomPos2.x, hit1.point.y, randomPos2.z), Quaternion.identity) as GameObject;
}
else
{
continue;
}
obs.AddComponent<PeopleController>();
obs.GetComponent<PeopleController>().animNames = new string[3] { "talk1", "talk2", "listen" };
obs.transform.parent = par.transform;
obs.GetComponent<PeopleController>().SetTarget(obj.transform.position);
obj.GetComponent<PeopleController>().SetTarget(obs.transform.position);
}
}
}
for(int i = 0; i < three / 3; i++)
{
Vector3 randomPosition;
if(!isCircle)
randomPosition = RandomRectanglePosition();
else
randomPosition = RandomCirclePosition();
if(randomPosition != Vector3.zero)
{
int prefabNum = Random.Range(0, peoplePrefabs.Length);
Vector3 randomPos0 = Vector3.zero;
Vector3 randomPos1 = Vector3.zero;
Vector3 randomPos2 = Vector3.zero;
for(int f = 0; f < 100; f++)
{
int z;
int x;
int c;
for(z = 0; z < 10; z++)
{
randomPos0 = randomPosition + new Vector3(Random.Range(-0.5f, 0.5f), 0, Random.Range(-0.5f, 0.5f));
if(IsRandomPositionFree(randomPos0, Vector3.zero, Vector3.zero))
{
break;
}
else randomPos0 = Vector3.zero;
}
for(x = 0; x < 10; x++)
{
if(randomPos0 != Vector3.zero)
{
randomPos1 = randomPosition + new Vector3(Random.Range(-0.5f, 0.5f), 0, Random.Range(-0.5f, 0.5f));
if(IsRandomPositionFree(randomPos1, randomPos0, Vector3.zero))
{
break;
}
else
{
randomPos1 = Vector3.zero;
}
}
else randomPos1 = Vector3.zero;
}
for(c = 0; c < 10; c++)
{
if(randomPos1 != Vector3.zero && randomPos0 != Vector3.zero)
{
randomPos2 = randomPosition + new Vector3(Random.Range(-0.5f, 0.5f), 0, Random.Range(-0.5f, 0.5f));
if(IsRandomPositionFree(randomPos2, randomPos0, randomPos1))
{
break;
}
else
{
randomPos2 = Vector3.zero;
}
}
else randomPos2 = Vector3.zero;
}
if(randomPos0 != Vector3.zero && randomPos1 != Vector3.zero && randomPos2 != Vector3.zero)
{
spawnPoints.Add(randomPos0);
spawnPoints.Add(randomPos1);
spawnPoints.Add(randomPos2);
break;
}
else
{
randomPos0 = Vector3.zero;
randomPos1 = Vector3.zero;
randomPos2 = Vector3.zero;
}
}
if(randomPos0 != Vector3.zero)
{
if (randomPos0 != Vector3.zero)
{
RaycastHit hit;
GameObject obj = null;
if (Physics.Raycast(randomPos0 + Vector3.up * highToSpawn, Vector3.down, out hit, Mathf.Infinity))
{
obj = Instantiate(peoplePrefabs[prefabNum], new Vector3(randomPos0.x, hit.point.y, randomPos0.z), Quaternion.identity) as GameObject;
peoplePrefabCount++;
}
else
{
continue;
}
obj.AddComponent<PeopleController>();
obj.GetComponent<PeopleController>().SetTarget(randomPosition);
obj.GetComponent<PeopleController>().animNames = new string[3] { "talk1", "talk2", "listen" };
obj.transform.parent = par.transform;
}
prefabNum = Random.Range(0, peoplePrefabs.Length);
if (randomPos0 != Vector3.zero)
{
RaycastHit hit1;
GameObject obs = null;
if (Physics.Raycast(randomPos1 + Vector3.up * highToSpawn, Vector3.down, out hit1, Mathf.Infinity))
{
obs = Instantiate(peoplePrefabs[prefabNum], new Vector3(randomPos1.x, hit1.point.y, randomPos1.z), Quaternion.identity) as GameObject;
peoplePrefabCount++;
}
else
{
continue;
}
obs.AddComponent<PeopleController>();
obs.GetComponent<PeopleController>().SetTarget(randomPosition);
obs.GetComponent<PeopleController>().animNames = new string[3] { "talk1", "talk2", "listen" };
obs.transform.parent = par.transform;
}
if (randomPos0 != Vector3.zero)
{
RaycastHit hit2;
GameObject obl = null;
if (Physics.Raycast(randomPos2 + Vector3.up * highToSpawn, Vector3.down, out hit2, Mathf.Infinity))
{
obl = Instantiate(peoplePrefabs[prefabNum], new Vector3(randomPos2.x, hit2.point.y, randomPos2.z), Quaternion.identity) as GameObject;
peoplePrefabCount++;
}
else
{
continue;
}
obl.AddComponent<PeopleController>();
obl.GetComponent<PeopleController>().SetTarget(randomPosition);
obl.GetComponent<PeopleController>().animNames = new string[3] { "talk1", "talk2", "listen" };
obl.transform.parent = par.transform;
}
}
}
}
}
Vector3 RandomRectanglePosition ()
{
Vector3 randomPosition = new Vector3(0, 0, 0);
for(int i = 0; i < 10; i++)
{
randomPosition.x = surface.transform.position.x - GetRealPlaneSize().x / 2 + 0.3f + Random.Range(0.0f, GetRealPlaneSize().x - 0.6f);
randomPosition.z = surface.transform.position.z - GetRealPlaneSize().y / 2 + 0.3f + Random.Range(0.0f, GetRealPlaneSize().y - 0.6f);
randomPosition.y = surface.transform.position.y;
if(IsRandomPositionFree(randomPosition, Vector3.zero, Vector3.zero))
return randomPosition;
}
return Vector3.zero;
}
Vector3 RandomCirclePosition ()
{
Vector3 center = surface.transform.position;
float radius = GetRealPlaneSize().x / 2;
for(int i = 0; i < 10; i++)
{
float randomRadius = Random.value * radius;
float ang = Random.value * 360;
Vector3 pos;
pos.x = center.x + randomRadius * Mathf.Sin(ang * Mathf.Deg2Rad);
pos.y = center.y;
pos.z = center.z + randomRadius * Mathf.Cos(ang * Mathf.Deg2Rad);
if(Vector3.Distance(pos, center) < GetRealPlaneSize().x / 2 - 0.3f && IsRandomPositionFree(pos, Vector3.zero, Vector3.zero))
return pos;
}
return Vector3.zero;
}
bool IsRandomPositionFree (Vector3 pos, Vector3 helpPoint1, Vector3 helpPoint2)
{
for(int i = 0; i < spawnPoints.Count; i++)
{
if(spawnPoints[i].x - 0.5f < pos.x && spawnPoints[i].x + 0.5f > pos.x && spawnPoints[i].z - 0.5f < pos.z && spawnPoints[i].z + 0.5f > pos.z)
return false;
}
if(helpPoint1 != Vector3.zero)
{
if(helpPoint1.x - 0.6f < pos.x && helpPoint1.x + 0.6f > pos.x && helpPoint1.z - 0.6f < pos.z && helpPoint1.z + 0.6f > pos.z)
{
return false;
}
if(!isCircle)
{
if(
!(helpPoint1.x + 0.3f > surface.transform.position.x - GetRealPlaneSize().x / 2) &&
!(helpPoint1.x - 0.3f < surface.transform.position.x + GetRealPlaneSize().x / 2) &&
!(helpPoint1.z + 0.3f > surface.transform.position.z - GetRealPlaneSize().y / 2) &&
!(helpPoint1.z - 0.3f < surface.transform.position.z + GetRealPlaneSize().y / 2)
)
return false;
}
else
{
if(Vector3.Distance(helpPoint1, surface.transform.position) >= GetRealPlaneSize().x / 2 - 0.3f)
return false;
}
}
if(helpPoint2 != Vector3.zero)
{
if(helpPoint2.x - 0.6f < pos.x && helpPoint2.x + 0.6f > pos.x && helpPoint2.z - 0.6f < pos.z && helpPoint2.z + 0.6f > pos.z)
{
return false;
}
if(!isCircle)
{
if(
!(helpPoint2.x + 0.3f > surface.transform.position.x - GetRealPlaneSize().x / 2) &&
!(helpPoint2.x - 0.3f < surface.transform.position.x + GetRealPlaneSize().x / 2) &&
!(helpPoint2.z + 0.3f > surface.transform.position.z - GetRealPlaneSize().y / 2) &&
!(helpPoint2.z - 0.3f < surface.transform.position.z + GetRealPlaneSize().y / 2)
)
return false;
}
else
{
if(Vector3.Distance(helpPoint2, surface.transform.position) >= GetRealPlaneSize().x / 2 - 0.3f)
return false;
}
}
return true;
}
Vector2 GetRealPlaneSize()
{
Vector3 meshSize = surface.GetComponent<MeshRenderer>().bounds.size;
return new Vector2(meshSize.x, meshSize.z);
}
Vector2 GetRealPeopleModelSize()
{
Vector3 meshSize = peoplePrefabs[1].GetComponent<MeshRenderer>().bounds.size;
return new Vector2(meshSize.x, meshSize.z);
}
}